Is it possible that you can post a version that gives dragons consistent dragon shout variety? I loved the blend of all the mods but I want to use it on the latest update of SSE
If our plan can be fully implemented, perhaps we can make this baby work on any version of the game! Currently the only issue seems to be due to Ultimate Dragons!
Really hoping the GoT replacer version, or could you please write a guide to instruct users to do the replacement themselves? I'm torn right now because I really want the dragon look of GoT and the combat style of your module, but unfortunately I don't have much knowledge about it.
I already have the GOT replacer version ready, all I need is permission from the author which i haven't received (Yes I've asked). And when i say author i mean the main authorKaienHash.
The alternative is far too complicated and long for the normal mod user, given the high variety of dragons in the mod.
I don't even remember all the mappings. All I remember was sitting for about 18 hours one day, deciding which textures and meshes best fit each type of dragon (About 54 of the mad lads lol). Then, spent another 6 hours the next day, mapping meshes to textures.
Unfortunately, I can't use default vanilla mapping because Elemental dragons has many paths, understandably, for it's many types of dragons.
Like I said, if you guys want to, you have to go after KaienHash in mass. Maybe he might reconsider, I hope so, maybe not. We'll see.
Hells, I'd give him the mod folder with the GOT mappings if he really wants people to only download it from his page. The user experience is all that matters. Isn't that the soul of modding?
It's unfortunate modding has to be so complicated. I poured my heart and soul into this project and I hope one day, people can enjoy it with the best dragon replacers around.
It's such a shame that the author, while still active on the nexus (last active on May 1), doesn't seem to pay much attention to the comment section of his mod anymore. What a great piece of work it would have been if this mod could have been combined with GoT. The original textures of Elemental Dragon are not up to date anymore, I'm not denying the author's work, it's just that in 2024 we need finer textures, what a shame...
Yes, He didn't. I mean kinda understand his perspective because if i simply put the GOT version on this page, people won't visit his page. Or maybe there's more to his perspective.
Regardless, I have the files ready. He can simply host them on his page if he wants. I don't really care as long as users can have it.
I'm really going crazy, it would be so wonderful to combine the two together Do you have any contact information? For example, Discord or something else? I am willing to give a lot to obtain this, not to share and spread it casually, I just want to see such wonderful moments in my skyrim...:(
It isn't, believe me I understand you. I'm not a "mod author". I'm a mod user like you, and only driven to make things i enjoy and want to see in game.
In fact, I have a whole post history on the Elemental Dragons page. The main reason i made this mod is because I was given a warning by Nexus for what i tried to do there. So, I really can't share it anymore.
Are random dragon encounters still working for you? I get the impression that I haven't seen a random dragon attack in weeks, even though it used to work before updating to the newest version.
You can adjust the rate of random dragon attacks in the KS Dragon 2 MCM. Its currently set to 15% chance for everyday past 3 days (of a random dragon encounter). This actually means a random, generated percentage (i.e. max 99%) chance that falls below or at 15%
This translates to an "uncommon" chance.
I set it at that level so it doesn't feel like dragons have a GPS on you, or are as common as flies. This, along with the overhaul makes dragon souls valuable (as the should be), and incentivizes you to go dragon hunting. That is, find their lairs in the world.
It can also make those random encounters more memorable.
Yeah, I know all of that. But even setting the chance to 100% via the ks_WIWaitDragonChance global doesn't seem to work for me.
I tried it on a new game too, completed the Dragon Rising quest via console, set the chance to 100%, waited for over 30 ingame days and never saw a dragon attack.
I am using Timing is Everything, which has MCM settings for dragon encounters as well, but your plugins are overwriting everything from that, so that shouldn't be a problem. Dragon lairs are working just fine.
I honestly have no idea then. I haven't had this reported by anyone, and i haven't had this problem myself. Its possible something is happening on the record level that we can't see. You quoted the "ks_WIWaitDragonChance global", so i assume you checked SSEedit? Do you use a bashed patch?
I don't use a bashed patch and I did check everything in SSEEdit. I just tried it on a new mod profile with only the required mods active and the dragon encounters still wouldn't work. Like I wrote initially, they used to occur for me on the very first version of this mod. Really weird that I seem to be the only one with this issue.
The update doesn't touch anything to do with Dragon random attacks. The files don't even relate to that. I'm trying to guess but i don't know enough to be able to deduce what's happening. I highly doubt it has anything to do with the update.
Perhaps the quest that starts the random dragon attack isn't starting up. I know there's a console command to stop and restart quests but i need to find out what quest actually initiates the random attacks (it's EDID).
Since you updated, are there any other mod you've installed since, that you can track and name? You mentioned Timing is everything; was it in your load order before you updated? That is, when everything was working fine?
I appreciate it a lot that you're trying to help btw, thank you. I've installed a bit of armor and MCO animation mods since then, but none related to dragons or random encounters. I've been using Timing is Everything since I started this playthrough last year or so, so I didn't add it recently. It was already in my load order when dragon encounters were still working.
There's one thing I did, but it shouldn't be the cause of my issue. In the previous version I used to get debug messages related to dragon shout cooldowns, even with the MCM option disabled. I decompiled the dragonshoutcooldowns script from the Dragons shout with voice - KS2 Patch, removed those debug lines and recompiled it. Everything was still working after that and the messages were gone. Since the update you seem to have removed those messages, so I removed my edited script. That's the only thing related to dragons that I tinkered with.
I'm also guessing that the quest somehow stopped from working at some point. Instead of starting a new game from the main menu console I'll try and start a proper new game and see if anything changes.
Good news: I just had a completely unexpected random dragon encounter in my regular playthrough. I never would have imagined to be so happy about a dragon attack.
I haven't changed a thing. Maybe my testing methodology wasn't as sound as I thought and I've just had some really bad luck all along.
That's good. That was my first speculation; that nothing was wrong. 15% really is an uncommon - rare chance. You might have also been in places where dragon attacks are less likely to trigger. And ye, when they attack, it's inspires both wonder and dread, instead of being a pest.
Since Ultimate Dragons works only for 1.5.97 I suppose that also this mod is incompatible for other versions of the game, isn' it? Do you think that in the future you can override this limitation? Because for what I have read this is the true ultimate dragn mod and that's a shame that can't work on AE. Whatever is the answer good job and best wishes!
Ye unfortunately. I was in a modder's discord and we raised this problem. Someone agreed to see if he can update the Ultimate dragons plugin for AE. Not sure if he's made much progress yet, but we'll see.
Why would I lol. it's one of the most unique dragon mods out there. Adds so many animations to dragons that they lack normally. So no.
On a side note, I got into SKSE development recently, learning C++. I downloaded the source for Ultimate dragons. I'm working to see if i can update it. But note, I won't support a million versions of AE.
The main obstacle is he wrote it with the SKSE Library instead of CommonLibSSE. So i need to figure out how to convert it to CommonLibNG (which supports AE, SE, and VR).
Wow good progression into learning SKSE LeoneKingz! After reading the desc, I love this dragon overhaul of yours, you've sold me at KS 2 and distar's dragon already. Hope you figure it out to works with AE, choose any version that you like, and I will try it later.
That shouldn't be happening unless you installed something wrong. Or not beginning from a fresh save on your first install, like i recommended.
This mod is something I've been crafting from my very own load order, for over two years. And I've never encountered such an issue, nor have others reported it either.
However, i believe there's an option in the KS2 mod's MCM to disable unique naming. But it wouldn't touch Unique dragons unless something seriously wrong happened.
https://modding-guild.com/mod/creatures-mcodxp-public-release/ Creatures Preview Dragon Animations By Distar ^page not found :) I guess I could continue to follow your installation guide for everything else, but, how essential was this file?
much much appreciated and endorsed :) Although neither are your mods, Vortex is saying that Sergio's sedr ksdo2 ud compatibility patch is incompatible with ksdo2. How do I go about getting these patches from your load order example?
zxLeoneKingzz Dragon Project - UD Patch
zzLeoneKingzz Dragon Project - KS2 Patch
And how did you go about getting these esps individually, I was only able to get sedr ksdo2 ud compatibility as a singular esp 10) SEDR KS Dragons 2 Compatibility Patch.esp
The installer for Sergio's patch's only lets you select a singular option, so I could get a compatibility patch for KS2, or UD, or one for both together in a single esp, I couldn't get both singular esps
Don't pay attention to LOOT or Vortex, that the whole point of the mod, to make everything work as one.
I'll try to make a version that easier for people on vortex to install. For now, just know all the main folders are in the file you install.
The easier thing to do is to download the main file manually. Open the main archive with 7zip.
Then archive the individual mod folders in the main mod folder using 7zip. Then just install them like separate mods and sort them according to how i describe in the description.
It's been a while :) I now play in a world where dragons are to be truly feared, even by the dragonborn himself, and I cannot thank you enough I see that there's an update, and also all the required files compiled together, as someone who already did all of the initial setup with the initial release, which of the files should I download and update? found answer in another post
Indeed! Dragons were revered as gods in Skyrim. That name has to mean something.
And you are revered because you have that potential in you, being blessed by Akatosh. And through the Way of the Voice, or whatever path of discipline, dedication and training you choose, youbecome legend - The Last Dragonborn.
Next time you hear a guard say - "Dragonborn.... It's an honour to stand before you" - It means something.
When Nords of old compose a great song, in prayer for the coming of the Dragonborn - It means something.
When the Heroes of Yore , dare to taunt Alduin in your name - It means something.
It makes me very happy to see comments like this - Gameplay Reinforcing the Narrative - Enjoy!
And yes it is safe to. But only update the folder that i updated (zzLeoneKingzz Dragon Project - KS2 Patch). Make sure to go to an interior cell and save before updating (so all dragons around are unloaded).
Make a backup save as well (just in case; and keep the version of the esp in that folder as a backup somewhere else in your computer before updating). Always good to have pre-cautions on an existing save before updating but again, it should be fine.
This mode is the best But there's a problem. In the video, he's shooting a sonic wave In my environment, I shoot fireballs, not sonic waves The rest of it works fine May I know the cause?
Different dragons have different abilities. I just changed the kind of dragons that can use it (instead of all types; so there's variety).
Atm, any dragon i tagged as having a "lightning/storm nature" as one of its aspects, can use it. Mirmulnir is fire only. Alduin, for example, has tags for lightning/storm, frost, and fire. And i think sonic attacks make sense with lightning/storm, etc.
cool concept but Loot is telling me Serio dragons and elementals dragon esp arent compatible and when sorting with Loot the order is not even close to what you put in the discription
You created a very great mod, and now fighting against dragons is very epic. The dragon's combat behavior works perfectly, except for excessive health points. The first dragon in the main quest has 15000 health points, which is almost invincible.
I kill it every time coming out of Bleak falls barrow with Inigo and Irileth. Previous mods nerfed damage that NPC's dealt to dragons by 90% or something. No such filter exist here.
So take your companion, prepare well, etc. It isn't overpowered. The first dragon is meant to serve as a contrast for your power levels much later in the game.
And...It's a dragon. The first time you encounter one should give the idea that it felt invincible, that's what makes the name meaningful in most stories/games told...... except it wasn't. That's the satisfaction. And you get better and better at defeating them.
It would feel pointless if the dragons had no mechanics, but that's not the case here. All it's stats matter (Health, Stamina, and Magicka), the type of damage you deal matters (for instance, it's obvious that Mirmulnir is a fire-based Dragon; so he's much weaker to frost-type attacks, etc), and you can find yourself doing a lot of damage if you understand what's going on.
I plan to work on a mod where the companions help in the first battle. I find it baffling that the companions wouldn't help when a dragon was attacking the city.
I'm having some issues at the moment with dragons who won't take flight again once they've landed. It is particularly noticeable after using the bend will shout as I will get on the dragon but it will never fly up. Even after a dragon has landed to enter melee combat with an enemy, it will remain grounded until it dies. The combat, voice, sounds work just fine. I've tried disabling DDCSE and all my Got/HotD replacers as well as dragon enhancers like Immersive Dragons, but still the dragons do not fly up again once grounded. I've also changed the flight settings to high and vanilla, but there were no changes still.
I was able to bend the will of a dragon on a word wall perch and get him to fly up one time, but its very hard to reproduce. I also notice that when I bend the will of this dragon, as soon as I ride it, I start absorbing its soul and it becomes a skeleton dragon. It can still fight, but same issue happens once it lands one time after flight: it will remain grounded forever.
Could this be a load order issue? I noticed on your mod description page that you outline the way the folders should be arranged in the mod manager. I use MO2 and when I installed the mod, it installed as a single AIO package called Leone Dragon Project. Based on the folder setup you've outlined for our mod managers, I'm a bit confused since this only installed as a single package. Should Ultimate Dragons be after (lower) or before (higher) the Leone Dragon Project?
Leone, do you have a discord that I can contact you at? I don't want to fill the comments here with my questions. I just wanted to get your thoughts on what I've been noticing RE this issue.
Haven't played around with bend will much but i suspect that load order might be the problem.
I'll release an update today and pack the mod folders individually to ensure people install properly. (edit: done now; install the main files and sort as i described in the description. Also made a few improvements in this version)
Which other dragon mods do you have installed? (if any)
In addition to your overhaul (no variants option on KS DO 2 MCM), I'm also using DDCSE, Frankly HD Dragon Bones, Got/HotD replacers for vanilla dragons, DDCSE dragons and KS DO 2 dragons, Got HotD Blood mesh, Dirt and Blood and Immersive Dragons Resized SSE. Not sure if these count since they affect the player character, but I use EdmondNoir's More Draconic Aspect, Infinite Shouts, Thundering Shouts and Concentrative Fire and Frost Breath.
I'm going to reinstall the mod with the new separate files and see how thigns fare.
I did do some additional testing today and found out that if a grounded dragon gets into combat with a creature, it will do a few attacks then take flight again. It seems to be a certain number of combat animations that trigger the dragon to take off and start a new loop. I did not, however, test this with myself riding a dragon turned by the bend will shout. Going to test that now too. If this is the case, I wonder if a small fix can be added to force the dragon to take off after a set periood of time.
Regardless, thank you for your time in helping out!
All the meshes and textures are based on Elemental dragons (it is really the base mod). I don't use any other variants from any other mod. To assume anything outside this would just give you unnecessary headaches because i had them disabled.
You should also avoid trying to mess around with the MCM menus. There are default settings which i placed so the mods place nice with each other. Don't try to adjust stats (the dragons are tough enough) or anything really.
Its also important to know that different dragons have different combat styles. As in, some prefer to stay on the ground for a long time, whilst others will take flight whenever they can.
Dragons also land when they're stamina is at a low threshold, and will only take off again when they stamina is maxed (100%). The logic behind this is to ensure that flight sessions have a decent duration. If you don't use mods like Valhalla combat, this can make their flight recovery very long (because stamina regen is far slower across the board in vanilla).
I recommend Valhalla combat anyways. I only use certain settings, and disable the rest. For instance, with the mod, if the dragon successfully lands a melee attack, it regens stamina, if you're too reckless, it will max its stamina quickly and take flight again.
And you need to run/re-run Nemesis for all Nemesis dependent mods you install (this included Ultimate Dragons and the Nemesis creatures compatibility patch). You will see their names in the list when you're trying to run the patch.
Just tested with the separated files and updated load order but it didn't change much with regards to a grounded dragon with no enemies immediately nearby. I did also try using bend will on a dragon and trying to ride it, but it will remain grounded unless it begins its combat loop again. The good news is that a dragon that has been turned with bend will still can fly, but it needs to be in combat before it decides to take to the skies (tested by spawning enemies nearby and getting the dragon to engage in combat).
I did also check some differences between dragons, notably Durnehviir and Odahviing, in combat with randomly spawned dragons. Odahviing would start the fights okay flight-wise but then go to ground after 1 to 2 passes, where he'd be stuck and struggle to get attacks off on the enemy dragon before he could fly again. Essentially, the enemy dragon would need to be very close to Odahviing for him to get enough attacks off to allow him to fly again. Now, once Odahviing is back up in the air, he stays there for a couple passes at most, somehwere between 20-40 seconds, before he voluntarily goes to ground again, even if where he lands is far away from the action, which then begins the loop where Odahviing gets stuck for extended periods of time during fights. Durnehviir, on the other hand, spends about 75% of the fights in the air spamming shouts and doing what's expected. He still engages in enough ground combat, but I've never noticed him remaining on the ground or getting somewhat stuck for too long during a fight. This makes me believe the issue I'm having has something to do with the combat styles of the dragons, as Odaahviing in this case, is clearly set to Longer Ground while Durnehviir seems like he's set to Vanilla. I'm all for each dragon having its own specialized combat style since it adds to the immersion and uniqueness of each encounter. Not sure how big an ask this is, but would it be possible to develop a failsafe trigger to force dragons to fly after a certain period of time passes (60-120 seconds should be sufficient) since their last combat action? This would definitely make it so the dragons don't get bogged down in waiting for certain triggers before they act or reset their combat loop, since forcing the dragons to fly will allow them to actively seek out their next combat loop. This would also fix the bend will issue as now there is essentially a timer since the dragon's last combat action before it will be forced into the air. To be noted, we obviously do not need a vice-versa fix where the dragon forcibly grounds itself after some time in the air after its last combat action as this would most definitely destroy the functionality of the bend will shout.
Did Odahviing have full stamina on the ground? Do have have Valhalla Combat Installed? Also, I have a feeling that you're installing everything on an existing save. And i think there's a lot of wonk that is bound to happen. Its a massive overhaul.
Yes, unfortunately, it's on an existing save. I'm too lazy to make a new one. When I use getavinfo stamina after targetting Odahviing, this is what comes up: GetActorValueInfo: Stamina on Odahviing...Current Value: 814.50 Computed Base: 294.00...Base Value Components:.......Reference Base Value: 294.00 (auto-calculated)..Moidifiers: Temp: 0.00 Perm: 520.50 Damage: 0.00 I also don't have Valhalla. Not sure if I plan to get.
You need a mod like True Hud to really determine the dragon's live stamina percentage. The console commands are unreliable.
And this is the reason i recommended people start a new save for this. You can't install a mod like this on hours long saves without things going funny. I'm not sure if you had previous dragons mods that you uninstalled, etc.
Ah shoot, that's ok. I did have quite a few dragon mods installed before (Deadly Dragons, KS DO 2, UD) so that very much could be affecting this situation. I'm okay with the setup as it is now, maybe I'll see what else can be done.
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.........................Goals - To Revitalize NPC Thu'um users. Shout Variety, AI, and 100% voicing consistency.
......................... Mod Release
Think he released the update recently.
Dragon's use thu'um
His mod will be more friendly to most versions of Skyrim/different mod setups. This mod is mainly my vision of what i want dragons to be.
I made it so i can have an amazing play-through of Skyrim. I just decided to share it with people.
I'll be releasing a similar mod soon but for NPC Thu'um users. It should work on most versions of Skyrim
Pretty sure is this one
The alternative is far too complicated and long for the normal mod user, given the high variety of dragons in the mod.
I don't even remember all the mappings. All I remember was sitting for about 18 hours one day, deciding which textures and meshes best fit each type of dragon (About 54 of the mad lads lol). Then, spent another 6 hours the next day, mapping meshes to textures.
Unfortunately, I can't use default vanilla mapping because Elemental dragons has many paths, understandably, for it's many types of dragons.
Like I said, if you guys want to, you have to go after KaienHash in mass. Maybe he might reconsider, I hope so, maybe not. We'll see.
Hells, I'd give him the mod folder with the GOT mappings if he really wants people to only download it from his page. The user experience is all that matters. Isn't that the soul of modding?
It's unfortunate modding has to be so complicated. I poured my heart and soul into this project and I hope one day, people can enjoy it with the best dragon replacers around.
I'll pin this comment in a day's time for future readers since I've addressed this many times.
Regardless, I have the files ready. He can simply host them on his page if he wants. I don't really care as long as users can have it.
In fact, I have a whole post history on the Elemental Dragons page. The main reason i made this mod is because I was given a warning by Nexus for what i tried to do there. So, I really can't share it anymore.
This translates to an "uncommon" chance.
I set it at that level so it doesn't feel like dragons have a GPS on you, or are as common as flies. This, along with the overhaul makes dragon souls valuable (as the should be), and incentivizes you to go dragon hunting. That is, find their lairs in the world.
It can also make those random encounters more memorable.
I wouldn't mess with any other settings.
I tried it on a new game too, completed the Dragon Rising quest via console, set the chance to 100%, waited for over 30 ingame days and never saw a dragon attack.
I am using Timing is Everything, which has MCM settings for dragon encounters as well, but your plugins are overwriting everything from that, so that shouldn't be a problem. Dragon lairs are working just fine.
I'm trying to guess but i don't know enough to be able to deduce what's happening. I highly doubt it has anything to do with the update.
Perhaps the quest that starts the random dragon attack isn't starting up. I know there's a console command to stop and restart quests but i need to find out what quest actually initiates the random attacks (it's EDID).
Since you updated, are there any other mod you've installed since, that you can track and name?
You mentioned Timing is everything; was it in your load order before you updated? That is, when everything was working fine?
There's one thing I did, but it shouldn't be the cause of my issue. In the previous version I used to get debug messages related to dragon shout cooldowns, even with the MCM option disabled. I decompiled the dragonshoutcooldowns script from the Dragons shout with voice - KS2 Patch, removed those debug lines and recompiled it. Everything was still working after that and the messages were gone. Since the update you seem to have removed those messages, so I removed my edited script. That's the only thing related to dragons that I tinkered with.
I'm also guessing that the quest somehow stopped from working at some point. Instead of starting a new game from the main menu console I'll try and start a proper new game and see if anything changes.
I haven't changed a thing. Maybe my testing methodology wasn't as sound as I thought and I've just had some really bad luck all along.
On a side note, I got into SKSE development recently, learning C++. I downloaded the source for Ultimate dragons. I'm working to see if i can update it. But note, I won't support a million versions of AE.
The main obstacle is he wrote it with the SKSE Library instead of CommonLibSSE. So i need to figure out how to convert it to CommonLibNG (which supports AE, SE, and VR).
This mod is something I've been crafting from my very own load order, for over two years. And I've never encountered such an issue, nor have others reported it either.
However, i believe there's an option in the KS2 mod's MCM to disable unique naming. But it wouldn't touch Unique dragons unless something seriously wrong happened.
Creatures Preview Dragon Animations By Distar
^page not found :) I guess I could continue to follow your installation guide for everything else, but, how essential was this file?
There was a modding guild split i think
Although neither are your mods, Vortex is saying that Sergio's sedr ksdo2 ud compatibility patch is incompatible with ksdo2.
How do I go about getting these patches from your load order example?
- zxLeoneKingzz Dragon Project - UD Patch
- zzLeoneKingzz Dragon Project - KS2 Patch
And how did you go about getting these esps individually, I was only able to get sedr ksdo2 ud compatibility as a singular esp10) SEDR KS Dragons 2 Compatibility Patch.esp
12) SEDR Ultimate Dragons Compatibility Patch.esp
I'll try to make a version that easier for people on vortex to install. For now, just know all the main folders are in the file you install.
The easier thing to do is to download the main file manually. Open the main archive with 7zip.
Then archive the individual mod folders in the main mod folder using 7zip. Then just install them like separate mods and sort them according to how i describe in the description.
If anything is unclear, let me know :)
found answer in another postI see that there's an update, and also all the required files compiled together, as someone who already did all of the initial setup with the initial release, which of the files should I download and update?
And you are revered because you have that potential in you, being blessed by Akatosh. And through the Way of the Voice, or whatever path of discipline, dedication and training you choose, you become legend - The Last Dragonborn.
Next time you hear a guard say - "Dragonborn.... It's an honour to stand before you" - It means something.
When Nords of old compose a great song, in prayer for the coming of the Dragonborn - It means something.
When the Heroes of Yore , dare to taunt Alduin in your name - It means something.
It makes me very happy to see comments like this - Gameplay Reinforcing the Narrative - Enjoy!
Also your shout mod looks real nice
And yes it is safe to. But only update the folder that i updated (zzLeoneKingzz Dragon Project - KS2 Patch). Make sure to go to an interior cell and save before updating (so all dragons around are unloaded).
Make a backup save as well (just in case; and keep the version of the esp in that folder as a backup somewhere else in your computer before updating). Always good to have pre-cautions on an existing save before updating but again, it should be fine.
But there's a problem.
In the video, he's shooting a sonic wave
In my environment, I shoot fireballs, not sonic waves
The rest of it works fine
May I know the cause?
Atm, any dragon i tagged as having a "lightning/storm nature" as one of its aspects, can use it. Mirmulnir is fire only. Alduin, for example, has tags for lightning/storm, frost, and fire. And i think sonic attacks make sense with lightning/storm, etc.
Diverse Dragons Collection SE
Dragon Animation Replace in Special Edition
Nemesis Creature Behaviour Compatibility
Creatures Preview mod by Distar
So take your companion, prepare well, etc. It isn't overpowered. The first dragon is meant to serve as a contrast for your power levels much later in the game.
And...It's a dragon. The first time you encounter one should give the idea that it felt invincible, that's what makes the name meaningful in most stories/games told...... except it wasn't. That's the satisfaction. And you get better and better at defeating them.
It would feel pointless if the dragons had no mechanics, but that's not the case here. All it's stats matter (Health, Stamina, and Magicka), the type of damage you deal matters (for instance, it's obvious that Mirmulnir is a fire-based Dragon; so he's much weaker to frost-type attacks, etc), and you can find yourself doing a lot of damage if you understand what's going on.
I plan to work on a mod where the companions help in the first battle. I find it baffling that the companions wouldn't help when a dragon was attacking the city.
I was able to bend the will of a dragon on a word wall perch and get him to fly up one time, but its very hard to reproduce. I also notice that when I bend the will of this dragon, as soon as I ride it, I start absorbing its soul and it becomes a skeleton dragon. It can still fight, but same issue happens once it lands one time after flight: it will remain grounded forever.
Could this be a load order issue? I noticed on your mod description page that you outline the way the folders should be arranged in the mod manager. I use MO2 and when I installed the mod, it installed as a single AIO package called Leone Dragon Project. Based on the folder setup you've outlined for our mod managers, I'm a bit confused since this only installed as a single package. Should Ultimate Dragons be after (lower) or before (higher) the Leone Dragon Project?
I'll release an update today and pack the mod folders individually to ensure people install properly. (edit: done now; install the main files and sort as i described in the description. Also made a few improvements in this version)
Which other dragon mods do you have installed? (if any)
I'm going to reinstall the mod with the new separate files and see how thigns fare.
I did do some additional testing today and found out that if a grounded dragon gets into combat with a creature, it will do a few attacks then take flight again. It seems to be a certain number of combat animations that trigger the dragon to take off and start a new loop. I did not, however, test this with myself riding a dragon turned by the bend will shout. Going to test that now too. If this is the case, I wonder if a small fix can be added to force the dragon to take off after a set periood of time.
Regardless, thank you for your time in helping out!
You should also avoid trying to mess around with the MCM menus. There are default settings which i placed so the mods place nice with each other. Don't try to adjust stats (the dragons are tough enough) or anything really.
Its also important to know that different dragons have different combat styles. As in, some prefer to stay on the ground for a long time, whilst others will take flight whenever they can.
Dragons also land when they're stamina is at a low threshold, and will only take off again when they stamina is maxed (100%). The logic behind this is to ensure that flight sessions have a decent duration. If you don't use mods like Valhalla combat, this can make their flight recovery very long (because stamina regen is far slower across the board in vanilla).
I recommend Valhalla combat anyways. I only use certain settings, and disable the rest. For instance, with the mod, if the dragon successfully lands a melee attack, it regens stamina, if you're too reckless, it will max its stamina quickly and take flight again.
And you need to run/re-run Nemesis for all Nemesis dependent mods you install (this included Ultimate Dragons and the Nemesis creatures compatibility patch). You will see their names in the list when you're trying to run the patch.
I did also check some differences between dragons, notably Durnehviir and Odahviing, in combat with randomly spawned dragons. Odahviing would start the fights okay flight-wise but then go to ground after 1 to 2 passes, where he'd be stuck and struggle to get attacks off on the enemy dragon before he could fly again. Essentially, the enemy dragon would need to be very close to Odahviing for him to get enough attacks off to allow him to fly again. Now, once Odahviing is back up in the air, he stays there for a couple passes at most, somehwere between 20-40 seconds, before he voluntarily goes to ground again, even if where he lands is far away from the action, which then begins the loop where Odahviing gets stuck for extended periods of time during fights. Durnehviir, on the other hand, spends about 75% of the fights in the air spamming shouts and doing what's expected. He still engages in enough ground combat, but I've never noticed him remaining on the ground or getting somewhat stuck for too long during a fight. This makes me believe the issue I'm having has something to do with the combat styles of the dragons, as Odaahviing in this case, is clearly set to Longer Ground while Durnehviir seems like he's set to Vanilla. I'm all for each dragon having its own specialized combat style since it adds to the immersion and uniqueness of each encounter. Not sure how big an ask this is, but would it be possible to develop a failsafe trigger to force dragons to fly after a certain period of time passes (60-120 seconds should be sufficient) since their last combat action? This would definitely make it so the dragons don't get bogged down in waiting for certain triggers before they act or reset their combat loop, since forcing the dragons to fly will allow them to actively seek out their next combat loop. This would also fix the bend will issue as now there is essentially a timer since the dragon's last combat action before it will be forced into the air. To be noted, we obviously do not need a vice-versa fix where the dragon forcibly grounds itself after some time in the air after its last combat action as this would most definitely destroy the functionality of the bend will shout.
Let me know what you think.
Do have have Valhalla Combat Installed?
Also, I have a feeling that you're installing everything on an existing save. And i think there's a lot of wonk that is bound to happen. Its a massive overhaul.
When I use getavinfo stamina after targetting Odahviing, this is what comes up:
GetActorValueInfo: Stamina on Odahviing...Current Value: 814.50 Computed Base: 294.00...Base Value Components:.......Reference Base Value: 294.00 (auto-calculated)..Moidifiers: Temp: 0.00 Perm: 520.50 Damage: 0.00
I also don't have Valhalla. Not sure if I plan to get.
And this is the reason i recommended people start a new save for this. You can't install a mod like this on hours long saves without things going funny. I'm not sure if you had previous dragons mods that you uninstalled, etc.
Its just too much of a headache.